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- using System;
- using System.IO;
- using System.Linq;
- using System.Numerics;
- using System.Runtime.InteropServices;
- using Avalonia;
- using Avalonia.Controls;
- using Avalonia.OpenGL;
- using static Avalonia.OpenGL.GlConsts;
- // ReSharper disable StringLiteralTypo
- namespace ControlCatalog.Pages
- {
- public class OpenGlPage : UserControl
- {
- }
- public class OpenGlPageControl : OpenGlControlBase
- {
- private float _yaw;
- public static readonly DirectProperty<OpenGlPageControl, float> YawProperty =
- AvaloniaProperty.RegisterDirect<OpenGlPageControl, float>("Yaw", o => o.Yaw, (o, v) => o.Yaw = v);
- public float Yaw
- {
- get => _yaw;
- set => SetAndRaise(YawProperty, ref _yaw, value);
- }
- private float _pitch;
- public static readonly DirectProperty<OpenGlPageControl, float> PitchProperty =
- AvaloniaProperty.RegisterDirect<OpenGlPageControl, float>("Pitch", o => o.Pitch, (o, v) => o.Pitch = v);
- public float Pitch
- {
- get => _pitch;
- set => SetAndRaise(PitchProperty, ref _pitch, value);
- }
- private float _roll;
- public static readonly DirectProperty<OpenGlPageControl, float> RollProperty =
- AvaloniaProperty.RegisterDirect<OpenGlPageControl, float>("Roll", o => o.Roll, (o, v) => o.Roll = v);
- public float Roll
- {
- get => _roll;
- set => SetAndRaise(RollProperty, ref _roll, value);
- }
- static OpenGlPageControl()
- {
- AffectsRender<OpenGlPageControl>(YawProperty, PitchProperty, RollProperty);
- }
- private int _vertexShader;
- private int _fragmentShader;
- private int _shaderProgram;
- private int _vertexBufferObject;
- private int _indexBufferObject;
- private int _vertexArrayObject;
- private string WithVersion(string shader) =>
- $"#version {(DisplayType == GlDisplayType.OpenGl ? 120 : 100)}\n" + shader;
- private string WithVersionAndPrecision(string shader, string precision) =>
- WithVersion(DisplayType == GlDisplayType.OpenGLES ? $"precision {precision}\n{shader}" : shader);
- private string VertexShaderSource => WithVersion(@"
- attribute vec3 aPos;
- attribute vec3 aNormal;
- uniform mat4 uModel;
- uniform mat4 uProjection;
- uniform mat4 uView;
- varying vec3 FragPos;
- varying vec3 VecPos;
- varying vec3 Normal;
- void main()
- {
- gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
- FragPos = vec3(uModel * vec4(aPos, 1.0));
- VecPos = aPos;
- Normal = normalize(vec3(uModel * vec4(aNormal, 1.0)));
- }
- ");
- private string FragmentShaderSource => WithVersionAndPrecision(@"
- varying vec3 FragPos;
- varying vec3 VecPos;
- varying vec3 Normal;
- uniform float uMaxY;
- uniform float uMinY;
- void main()
- {
- float y = (VecPos.y - uMinY) / (uMaxY - uMinY);
- vec3 objectColor = vec3((1 - y), 0.40 + y / 4, y * 0.75+0.25);
- //vec3 objectColor = normalize(FragPos);
- float ambientStrength = 0.3;
- vec3 lightColor = vec3(1.0, 1.0, 1.0);
- vec3 lightPos = vec3(uMaxY * 2, uMaxY * 2, uMaxY * 2);
- vec3 ambient = ambientStrength * lightColor;
- vec3 norm = normalize(Normal);
- vec3 lightDir = normalize(lightPos - FragPos);
- float diff = max(dot(norm, lightDir), 0.0);
- vec3 diffuse = diff * lightColor;
- vec3 result = (ambient + diffuse) * objectColor;
- gl_FragColor = vec4(result, 1.0);
- }
- ", "mediump float");
- [StructLayout(LayoutKind.Sequential, Pack = 4)]
- private struct Vertex
- {
- public Vector3 Position;
- public Vector3 Normal;
- }
- private readonly Vertex[] _points;
- private readonly ushort[] _indices;
- private readonly float _minY;
- private readonly float _maxY;
- public OpenGlPageControl()
- {
- var name = typeof(OpenGlPage).Assembly.GetManifestResourceNames().First(x => x.Contains("teapot.bin"));
- using (var sr = new BinaryReader(typeof(OpenGlPage).Assembly.GetManifestResourceStream(name)))
- {
- var buf = new byte[sr.ReadInt32()];
- sr.Read(buf, 0, buf.Length);
- var points = new float[buf.Length / 4];
- Buffer.BlockCopy(buf, 0, points, 0, buf.Length);
- buf = new byte[sr.ReadInt32()];
- sr.Read(buf, 0, buf.Length);
- _indices = new ushort[buf.Length / 2];
- Buffer.BlockCopy(buf, 0, _indices, 0, buf.Length);
- _points = new Vertex[points.Length / 3];
- for (var primitive = 0; primitive < points.Length / 3; primitive++)
- {
- var srci = primitive * 3;
- _points[primitive] = new Vertex
- {
- Position = new Vector3(points[srci], points[srci + 1], points[srci + 2])
- };
- }
- for (int i = 0; i < _indices.Length; i += 3)
- {
- Vector3 a = _points[_indices[i]].Position;
- Vector3 b = _points[_indices[i + 1]].Position;
- Vector3 c = _points[_indices[i + 2]].Position;
- var normal = Vector3.Normalize(Vector3.Cross(c - b, a - b));
- _points[_indices[i]].Normal += normal;
- _points[_indices[i + 1]].Normal += normal;
- _points[_indices[i + 2]].Normal += normal;
- }
- for (int i = 0; i < _points.Length; i++)
- {
- _points[i].Normal = Vector3.Normalize(_points[i].Normal);
- _maxY = Math.Max(_maxY, _points[i].Position.Y);
- _minY = Math.Min(_minY, _points[i].Position.Y);
- }
- }
- }
- private void CheckError(GlInterface gl)
- {
- int err;
- while ((err = gl.GetError()) != GL_NO_ERROR)
- Console.WriteLine(err);
- }
- protected unsafe override void OnOpenGlInit(GlInterface GL, int fb)
- {
- // Load the source of the vertex shader and compile it.
- _vertexShader = GL.CreateShader(GL_VERTEX_SHADER);
- Console.WriteLine(GL.CompileShaderAndGetError(_vertexShader, VertexShaderSource));
- // Load the source of the fragment shader and compile it.
- _fragmentShader = GL.CreateShader(GL_FRAGMENT_SHADER);
- Console.WriteLine(GL.CompileShaderAndGetError(_fragmentShader, FragmentShaderSource));
- // Create the shader program, attach the vertex and fragment shaders and link the program.
- _shaderProgram = GL.CreateProgram();
- GL.AttachShader(_shaderProgram, _vertexShader);
- GL.AttachShader(_shaderProgram, _fragmentShader);
- const int positionLocation = 0;
- const int normalLocation = 1;
- GL.BindAttribLocationString(_shaderProgram, positionLocation, "aPos");
- GL.BindAttribLocationString(_shaderProgram, normalLocation, "aNormal");
- Console.WriteLine(GL.LinkProgramAndGetError(_shaderProgram));
- CheckError(GL);
- // Create the vertex buffer object (VBO) for the vertex data.
- _vertexBufferObject = GL.GenBuffer();
- // Bind the VBO and copy the vertex data into it.
- GL.BindBuffer(GL_ARRAY_BUFFER, _vertexBufferObject);
- var vertexSize = Marshal.SizeOf<Vertex>();
- fixed (void* pdata = _points)
- GL.BufferData(GL_ARRAY_BUFFER, new IntPtr(_points.Length * vertexSize),
- new IntPtr(pdata), GL_STATIC_DRAW);
- _indexBufferObject = GL.GenBuffer();
- GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferObject);
- fixed (void* pdata = _indices)
- GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, new IntPtr(_indices.Length * sizeof(ushort)), new IntPtr(pdata),
- GL_STATIC_DRAW);
- _vertexArrayObject = GL.GenVertexArray();
- GL.BindVertexArray(_vertexArrayObject);
- GL.VertexAttribPointer(positionLocation, 3, GL_FLOAT,
- 0, vertexSize, IntPtr.Zero);
- GL.VertexAttribPointer(normalLocation, 3, GL_FLOAT,
- 0, vertexSize, new IntPtr(12));
- GL.EnableVertexAttribArray(positionLocation);
- GL.EnableVertexAttribArray(normalLocation);
- CheckError(GL);
- }
- protected override void OnOpenGlDeinit(GlInterface GL, int fb)
- {
- // Unbind everything
- GL.BindBuffer(GL_ARRAY_BUFFER, 0);
- GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- GL.BindVertexArray(0);
- GL.UseProgram(0);
- // Delete all resources.
- GL.DeleteBuffers(2, new[] { _vertexBufferObject, _indexBufferObject });
- GL.DeleteVertexArrays(1, new[] { _vertexArrayObject });
- GL.DeleteProgram(_shaderProgram);
- GL.DeleteShader(_fragmentShader);
- GL.DeleteShader(_vertexShader);
- }
- protected override unsafe void OnOpenGlRender(GlInterface gl, int fb)
- {
- gl.ClearColor(0, 0, 0, 0);
- gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- gl.Enable(GL_DEPTH_TEST);
- gl.Viewport(0, 0, (int)Bounds.Width, (int)Bounds.Height);
- var GL = gl;
- GL.BindBuffer(GL_ARRAY_BUFFER, _vertexBufferObject);
- GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferObject);
- GL.BindVertexArray(_vertexArrayObject);
- GL.UseProgram(_shaderProgram);
- var projection =
- Matrix4x4.CreatePerspectiveFieldOfView((float)(Math.PI / 4), (float)(Bounds.Width / Bounds.Height),
- 0.01f, 1000);
- var view = Matrix4x4.CreateLookAt(new Vector3(25, 25, 25), new Vector3(), new Vector3(0, -1, 0));
- var model = Matrix4x4.CreateFromYawPitchRoll(_yaw, _pitch, _roll);
- var modelLoc = GL.GetUniformLocationString(_shaderProgram, "uModel");
- var viewLoc = GL.GetUniformLocationString(_shaderProgram, "uView");
- var projectionLoc = GL.GetUniformLocationString(_shaderProgram, "uProjection");
- var maxYLoc = GL.GetUniformLocationString(_shaderProgram, "uMaxY");
- var minYLoc = GL.GetUniformLocationString(_shaderProgram, "uMinY");
- GL.UniformMatrix4fv(modelLoc, 1, false, &model);
- GL.UniformMatrix4fv(viewLoc, 1, false, &view);
- GL.UniformMatrix4fv(projectionLoc, 1, false, &projection);
- GL.Uniform1f(maxYLoc, _maxY);
- GL.Uniform1f(minYLoc, _minY);
- GL.DrawElements(GL_TRIANGLES, _indices.Length, GL_UNSIGNED_SHORT, IntPtr.Zero);
- CheckError(GL);
- }
- }
- }
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